Jump to content

EXPLANATION: How Magics Interact with Each Other


Recommended Posts

How Magics Interact With Each Other

This thread is an explanation for the thought process behind a few different ways that magic interacts with other magic and creature lore pieces.

RTuz2FS.png

Stacking Magics vs. Meshing Magics

Currently the server is under the 5 slot system, which allows a character to have up to 5 magics (not including feats). This is a big number if you think about it. Inputting the current standards for the amount of spells that make up a magic, that means you can have potentially 50ish (or more including feats) spells at your disposal for one character. With the new standards, these spells will be properly balanced, so it’s not that concerning as a person will just have more variety to what they can do as opposed to having a bunch of nukes on hand.

 

The issue however arises when you have magics designed to mesh with each other. This can lead to issues in terms of balancing if it isn’t done properly. Blood magic was used to empower things, which led to people trying to create mini-nuke level spells. This is something to avoid, so if you want to stack magics and have them mesh with each other, they should be done in a way that gives depth to the spells being changed rather than simply making them more powerful. If you combine two magics, the spells should be a mix that have unique effects rather than something stronger. Augmentation > Strength. 

 

This applies to the concept of “dualcasting”, which is now defunct. If you wish to RP utilizing casting two magics at once or meshing your spells, it needs to be apart of the base lore of the magics being cast. There have been too many instances where people are unsure how their dualcasting would function when meshing magics together (e.g. fire + wind evo to try and form a fire tornado used to be an iconic thing).

 

Creatures & Stacked Magics

When designing a creature, you should take outside magics into consideration. Your creature will take up a slot (or more) and how it interacts with the other magics is very important.  A few creatures at the moment have the capacity to avoid weaknesses when it comes to magic, which is what we want to avoid. If you have a physically strong creature, that strength should not remain after taking up voidal magic. Changing the weaknesses out for something else is something that can be allowed, but outright bypassing it won’t be.

 

Isolating Magics

Some magics tend to cut out the use of other magics. For example, a deific magic might not allow voidal or dark magics to be used. Isolating magics like this is fine, but it should only be done for situations that make sense in roleplay and should NOT be used to justify your magic being more powerful than other magics.

RTuz2FS.png

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...